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Five Parsecs From Home
by Darryl H. [Verified Purchaser] Date Added: 01/23/2015 13:10:39

This looks like a dead fun book and will enjoy reading it when I can, have only scanned it so far but have been impressed. Thanks



Rating:
[5 of 5 Stars!]
Five Parsecs From Home
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FiveCore 1st edition. Skirmish Gaming Evolved.
by Darryl H. [Verified Purchaser] Date Added: 01/23/2015 13:09:18

I have nothing but good things to say about this product, it was a great quality production and an interesting read. Thanks



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[5 of 5 Stars!]
FiveCore 1st edition. Skirmish Gaming Evolved.
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Every Star an Opportunity
by Rory E. [Verified Purchaser] Date Added: 12/19/2014 12:19:59

Really great. The world generating tools would be entirely useful if you didn't play 5 Parsecs too.



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[5 of 5 Stars!]
Every Star an Opportunity
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FiveCore Company Command
by Michael S. [Verified Purchaser] Date Added: 12/11/2014 08:30:31

Another great addition to the FiveCore family. Level of detail and size of forces is exactly what I was looking for. Provides a quick game with very smooth play. Has me digging out miniatures from some of my old WWII board games and basing them for this game. REALLY hope to see more for this level of FiveCore!!!



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[5 of 5 Stars!]
FiveCore Company Command
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No End in Sight. Cold war and modern platoon combat
by ir j. [Verified Purchaser] Date Added: 09/26/2014 05:44:51

No End in Sight is a fun and fast game to play. Easy to pick up and start playing , this game gives players plenty to think about as they command their troops on the war game table, making tactical decisions that can make or break to mission objectives.

Easy to learn, fast to play, with plenty of depth to create tense and exciting battles.

The solo and campaign system included in the rules not only add to the depth of the rules, but ensure there is plenty of game play for anyone buying the rules.

One of the good thing is that you only need a platoon of troops and some support to play the game to its full potential. No need to spend hundreds of dollars in order to buy your army.

The game can also be enjoyed with only a section or squad per player on the table.

I highly recommend these rules to anyone wanting more than a predictable I Go You Go game that takes for ever to get a result.



Rating:
[5 of 5 Stars!]
No End in Sight. Cold war and modern platoon combat
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No End in Sight. Cold war and modern platoon combat
by Nathaniel W. [Verified Purchaser] Date Added: 09/24/2014 09:59:59

I recently bought No End in Sight, and I think the game better models the central problem of modern infantry combat--crossing that "deadly ground" in the face of enemy opposition---than any other game I've played.

Squad leaders roll for activation points each turn, getting a couple of attempts to fight their squad before burning out (squad leaders accrue “stress” and eventually become “exhausted,” which prevents them from acting further in a turn). Other factors also accrue stress, such as taking casualties past a maximum allowance. I like how this keeps the game unpredictable---you're rarely sure of when the enemy's out of steam, or of when your own troops will be able to maneuver effectively.

Movement out of sight of the enemy, or in cover, is done in small, regular increments. Movement in sight of the enemy and in the open can only be conducted in “rushes”—unpredictable bursts of movement by your troops, which may trigger enemy reaction fire and lead to your men getting pinned down. Reaction fire is more than capable to halting your forward momentum, not through casualties (as is usual in most games), but through pinning and disorder.

Fire combat is simple, with only a handful of D6s rolled per combat. Fire mostly inflicts pinning, with casualties much less likely. You can also get stuck in short-range firefights (assaults), which are more lethal but allow the enemy to shoot, too.

In my test game, the two opposing forces moved up into contact. Then, the battle broke down into two firefights, each over control of different avenues of approach up the middle of the board. In each firefight, the two sides struggled to gain the upper hand, suffering a trickle of casualties. Throughout the game, enemy troops holding key pieces of terrain---overlooking alleys or streets---forced the other side to either take an alternate route or get stuck in. The game ended with too much stress built up for the opposing squad leaders—once too many permanent stress points build up (caused by excessive casualties), squad leaders are left without options. Tactically, it was a draw.

My initial thoughts about the game are very positive. It’s one of the few games I’ve played, maybe the only one, where a key phenomenon of modern warfare was reproduced: a single soldier, with an automatic weapon, can control a stretch of open ground such that the enemy cannot move across it without risk. More impressively, the game manages to do this without mass tabletop slaughter—he’s holding that stretch through suppressing fire and simple threat, not because he can kill 2 or 3 enemy figures every time he fires. The way that reaction fire and moving against the enemy work in the game are very cool. Getting a single enemy grunt on your flank can royally screw up your ability to maneuver---and if that grunt has a SAW, your position will probably become untenable.

The game has rules for vehicles, heavy weapons, and a thorough campaign section, but I haven’t tried those out yet.

Overall, I really liked the game and love the “friction” element of reaction fire and crossing that “dangerous ground”. (The game has some echoes of Crossfire, in that way.)



Rating:
[5 of 5 Stars!]
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